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#1 Nov 16 2007 at 9:30 AM Rating: Decent
It seems that ROK brings tons of great content for lvls 1-20 and lvls. 70-80
Is there any new content for other levels? My lvl 58 Fury can't seem to find anything to do. please tell me there is SOMETHING on this massive continent for my lvl range.
#2 Nov 16 2007 at 9:36 AM Rating: Decent
dont think so.

they advertised it as a new starting race and starting area and new content for 70 and up.

WoW does the same thing. it keeps the mid level game from getting so spread out you cant find more than 3 or 4 people in any particular zone wile expansing the top.

its really the only way to do it. EQ1 is a perfect example of trying to add content through out the level spectrum. all it does is leave a whole lot of abandoned content through out the game and spread people out so thin that grouping is synonamous with rare drops.
#3 Nov 16 2007 at 10:11 AM Rating: Decent
I can understand not wanting to spread content out too much but come on!
Kunark is almost as big as all previous content put together and your telling me that for lvls 20-70 it offers nothing. that is a huge lvl. gap and may i say an even bigger gap in judgement. All that anticipation and now i have to go back to playing in the same 2 zones i have been forced to play in for the past 10 lvls. thats ridiculous.
#4 Nov 16 2007 at 10:23 AM Rating: Excellent
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Yes, for 20-65 it offers nothing. It gave us a new race (hence the new 1-20 area), the rest of the content was planned for high levels and raising the cap.
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#5 Nov 16 2007 at 10:24 AM Rating: Decent
i understand your fustraition. i felt the same way with my 42 ranger in WoW and the expansion was level 58 and up.

but there is plenty of content already in the game for those mid levels. adding more would only spread out the player base. and if they added better loot in the new zones, it would turn the old zones into a ghoste town no one would ever visit again.

just like EQ1. 300 plus totally empty and abandoned zones while the players gather in the one hot zone for each level range, or pok and the guild hall, and the 3 or 4 popular top end zones. the rest of the game is a whole lot of NPCs standing and wandering around taking up band width and being completly ignored.

that is what would happen to EQ2 also if they added content through out the spectrum of levels. WoW did it the only way it can be done to keep existing content from being abandoned. EQ2 did too. its the only way.

#6 Nov 16 2007 at 12:16 PM Rating: Decent
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just like EQ1. 300 plus totally empty and abandoned zones while the players gather in the one hot zone for each level range, or pok and the guild hall, and the 3 or 4 popular top end zones. the rest of the game is a whole lot of NPCs standing and wandering around taking up band width and being completly ignored.

that is what would happen to EQ2 also if they added content through out the spectrum of levels. WoW did it the only way it can be done to keep existing content from being abandoned. EQ2 did too. its the only way.


Ultimately, EQII will do the same. It took EQI a very long time to get to those 300+ zones, It is also one of my favourite elements of EQI, it's just plain huge, there is no way to see it all and do it all. Lots of people will enjoy it I suppose, but I just hate those bottleneck lvls in which you just have to do the same quests over again to level a new char.

It's the main reason why I just don't level a new char anymore, over lvl 20 and I just stop.
#7 Nov 16 2007 at 3:10 PM Rating: Decent
it wont happen in EQ2 if they keep building up as opposed to out in all directions.

but eventually, even just going up, soon or later they will have 300 plus mostly empty zones when they get to level 200
#8 Nov 16 2007 at 8:45 PM Rating: Decent
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As a necro I can was soloing fine at lvl 65, although I noticed alot of other classes couldn't do it. It would seem the mobs in Kunark are all more difficult for their level then mobs in previous expansions. That is personally something I don't care much for. I mean a SOLO mob 2 levels above me can pretty much kill me in about 5 melee hits. I was soloing lvl 67ish mobs in EOF at lvl 62 and 63 with less difficulty.

I watched a lvl 70 bruiser with what looked like pretty good gear get down in the orange on health while soloing a single lvl 68 solo mob. SOE did the same thing with EQ1 though, I guess its no surprise. Heck with EQ1 you can't tank GROUP content hardly if you don't have 200+ AA's and a good chunk of raid gear, I hope eq2 doesn't turn out that way.

I also hope they quit raising the level cap so often. Its not like it keeps the hardcore players going anyways, heck there are all ready people hitting 80. Most of your hardcore players within 2 weeks will be 80 and bored anyways. They keep raising the cap its going to turn potential new players away. Eq1 has been out 6ish years longer and eq2 all ready has the same level cap.

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#9 Nov 17 2007 at 7:38 AM Rating: Decent
Some zones will be far more populated than others.
thats just the nature of the game. New players will get just as much out of the old zones as they would the new ones. Kunark is almost 4 times the size of Faydwer. Faydwer offers 70 lvls of content and Kunark has 15 at best. Even the small islands of Timorous deep have 20 lvls of content. I will be interested to see how they spread 15 lvls of mobs and quests over such a huge expanse. It just seems like you will not be able to experience 1/2 of it before quests and mobs are all green and grey. they could have at least started at lvl 40 and up.
40 lvls of quests and mobs is very reasonable.
#10 Nov 17 2007 at 9:19 AM Rating: Good
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The ghost town zones are the exact reason why I believe the next expansion SOE should be considering should be based very tightly on the concept of Lost Dungeons of Norrath. Adding new continents, starting zones, etc. does tend to spread the world a touch thin in size and scope. By implementing a LDoN style expansion they could go back to older zones that don't get much traffic and literally plop a new dungeon in place that scales to the level of the group members.

This way instead of zones turning into ghost towns they could suddenly be a hotbed for players of all levels.

Remember the good old days? 55 CLR LFG for LDoN NRo
#11 Nov 17 2007 at 4:54 PM Rating: Excellent
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Ack. LDoN was dull after a couple weeks. Just another way to grind. Kilnd of like Splitpaw Saga.

Edited, Nov 17th 2007 7:55pm by Calthine
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#12 Nov 17 2007 at 9:52 PM Rating: Decent
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LDON was alot of fun till it got nerfed with the release of Gates. SOE claims they didn't nerf it but alot of peopel agree they cut the exp by about half.

In any case the zones themselves was pretty boring, however it was the first use of instance zones. They was great to throw a quick group together for.

Far as EQ2 goes I don't see the need for it. There is plenty of Instance zones in eq2. I would like to see them hault the level cap increase for awhile though.
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#13 Nov 18 2007 at 9:31 AM Rating: Excellent
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Well, since I wasn't around for Gates I'll disagree with you. Boooooring.
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#14 Nov 18 2007 at 12:41 PM Rating: Decent
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Ack. LDoN was dull after a couple weeks. Just another way to grind. Kilnd of like Splitpaw Saga.


I agree, but it was however fast and steady xp for a while. With a decent group, it was fairly easy to clear out the instance, get about half or so of a bar xp (at lvl 45 or so, if I recall correctly, it's been a while) and even a bit of cash. It was always the same instance though, which got boring fast. And the one instance place (Ro) a paladin really benefited from getting points for (some sort of paladin version of temperance, I think) was extremely unpopular. It was always Butcherblock that got groups.

I hope EQII does not go that way, it isn't beneficial nor necessary. More fluid instances though, in the style of Nektropolis Castle, that I do hope for. It's just sad that it doesn't happen more, for instance with Unrest. (I know, I keep repeating this, but it is a true shame they didn't start this instance at lvl 40 or so, then build it up for a return at a higher lvl)
#15 Nov 19 2007 at 8:26 AM Rating: Good
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One of the things I fear with EQ2 is that they will continue to raise the level cap. This will make starting out difficult for new people.

However, MMORPG's HAVE TO continue to expand because that is what keeps subscriptions going. It's just a fact of life.

I couldn't keep up at in EQ1. I even started in the just after Velious. They released expansions every 6 months and I was unable to get ahead of the game. EQ2 is different. I started the day it was released and have kept an account active for 3 +years.

I must say that new starting zones really aren't needed. It just spreads everyone out and that is not a good thing. Hopefully they will stop after this expansion. New races are nice and keep certain people interested, but figure out a way to implement them into the starting areas already available.

How many times can you start a toon and level them to 20 with the new content? I did that with a neriak SK and now he just sits there getting rusty.
#16 Nov 19 2007 at 6:12 PM Rating: Decent
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I personally don't care much for the new starting zone. Granted the quest rewards are great for the level, but the overall layout don't do much for me. I would be just as happy starting on newb island or perhaps darklight woods again. Darklight is probably the most entertaining of the newb starting zones IMO.
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